Brick Rigs

Brick Rigs

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Junkers Ju-87 Stuka 1.2 by Uncle T
   
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Era: WW2
Category: Military
Type: Plane
File Size
Posted
Updated
33.148 KB
21 Aug, 2022 @ 3:58am
14 Dec, 2022 @ 10:17am
3 Change Notes ( view )

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Junkers Ju-87 Stuka 1.2 by Uncle T

In 1 collection by Mean Green
WWII Aircraft by Uncle T
421 items
Description
FOR VERSION 1.2!
It's now fully made of oak and some aluminium instead of mainly foam, some oak and some aluminium and it flies pretty well. *

My version of the iconic Junkers Ju-87 Stuka (Sturzkampfflugzeug/"dive bomber").

It's an approximation, not a 1:1 replica.

It's armed with two fixed forward machine guns, one rear machine gun controlled by the radio operator, one 500 kg bomb under the fuselage and four 50 kg bombs under the wings.

Alt controls to fly.
W/S: Variable throttle.
A/D: Ground steering/Yaw.
Up/Down arrow: Pitch.
Left/Right arrow: Roll.
X/Disable steering: Air brakes.
Fire action 1/Num 1: Machine guns.
Fire action 2/Num 2: 250 kg bomb.**
Fire action 3-6/Num 3-6: 50 kg bombs.
N/Siren: Siren. Sadly there is no good sound for the iconic Stuka siren (using the "closest" thing) so added this mostly as a joke.

Camera 1: Cockpit floor bomb sight window.
Camera 2: 500 kg bomb view so you can check your aim via live feed.

Rear machine gun uses Alt controls.
Arrow keys/Mouse: Control.
Fire action 1/Num 1: Fire.

** The 500 kg bomb is released with a trapese mechanism just like the real thing.
Approach the target at altitude (400+ metres), spot target through the cockpit floor bomb sight window (camera 1), reduce throttle, deploy air brakes and go into a steep dive (60-90°), release the bomb which will swing away from the propeller on the trapese and release, after a slight delay the trapese will drop off and a green light in the cockpit will indicate it is time to pull up. Don't forget the air brakes.

* I've tried to trim it to fly ok both with and without bombs so i'ts a bit of a compromise since drag and weight and weight distribution is hugely overpowered in 1.2. So it's a bit nose heavy with bombs and nose light(?) without. It's also quite slow with the bombs but I didn't want to give it a ridiculous top speed without the bombs. Top speed without payload is near its real counterpart.
I managed to get the airbrakes to work without making the plane go into a nosedive of doom by adding corresponding airbrakes that go up through the wing. These did not exist on the real plane but are necessary for the airbrakes to not just be cosmetic.
I updated the bombs to my more current models and since the bomb cradle mechanism is a bit dodgy if one relies solely on gravity (the bomb sometimes just wo't fall away) I made it physically move the bomb away from the plane and then return to its position. This is in a way more realistic since the real thing didn't fall off like my last version did but was springloaded to return. It seems to work fine even at near 90 degree attack angles.

Feel free to edit in any way you like, but if you re-upload publicly please acknowledge the orifginal creation and the creator.

Have fun!
10 Comments
Mean Green  [author] 14 Dec, 2022 @ 10:20am 
I've increased engine power since it struggled to climb to the necessary elevation for dive bombing. Empty top speed is now too high but that's a decent trade off to make it work better at what it's supposed to do.
Mean Green  [author] 21 Aug, 2022 @ 5:11am 
NOTE! The dreade "sensors and actuators do not reset when vehicle is respawned" feature sometimes makes the plane go bananas on respawn, usually works to just immediately respawn again.
Another lovely "feature"...
Mean Green  [author] 21 Aug, 2022 @ 4:57am 
Read my rant from bottom to top BTW to make it make at least some sense. 🤣
Mean Green  [author] 21 Aug, 2022 @ 4:55am 
Also the system works ok-ish with the added water I guess, too bad Fluppi decided to not split water and air because it sure as f*ck does not work for air and they need to be separate systems. That's also why you can use jet fighters as submarines (you just need enough power to push through the more draggy water but it still "flies) and boats can take off if the propeller gets up too high in the air. So "realistic"? Mmmmmmmmm no.
Mean Green  [author] 21 Aug, 2022 @ 4:51am 
So they work, most of the time...? Hopefully?
You have to live with the occasional twitching and sort of jumpy behavious of the pitch flaps sometimes, and infinity loops may still occur I'm sure under some specific conditions when all the "dynamic" algorithms yield max results by some fluke.
But hopefully you can have some fun betseen the teitching and glitching and sheer "dynamic realism". 😉
Mean Green  [author] 21 Aug, 2022 @ 4:48am 
Then I added lift here and there to see what worked and what did not just to see if it was possible to get it to fly without going bonkers. I got it flying ok-ish. then I added the bombs. So I had to almost start over from scratch again.
You can tell when flying both this one and the Kanonenvogel that they sometimes twitch and flutter when the "dynamic" system sets in. There's literally nothing I can do about that except adding 45 different trim surfaces fore each axis for any and each event, and then the lift would create an infinity loop that would probably end existence as we know it.
Mean Green  [author] 21 Aug, 2022 @ 4:44am 
Case in point - I tweaked/remade my Stuka Kanonenvogel for 1.2 and got it working ok. So I removed the cannons and added the bombs to make the dive bomber version. And it would. Not. Work. Even a little. Infinity loops, extreme speed losses resulting in falling out of the sky etc etc and it flew like a butterfly on crack whenever it actually managed to fly.
So to get this to work I basically had to start the flight characteristics and trimming from scratch. I removed ALL lift except from the flaps/control surfaces (it actuall kinda flew ok just with flaps, and the roll-rate was INSANE so pro-tip there - you want your plane to roll ONLY use flpas as wings).
Mean Green  [author] 21 Aug, 2022 @ 4:39am 
Also drag and weight play a significantly bigger role in 1.2 and fluid dynamic pieces add a ridiculous amount of drag. I added fluid dynamics to two small pieces on the horizontal stabilizers on my Spitfire to help avoid the dreaded infinity loop feature, no other changes, and top speed dropped from 720 to 350 on the plane. Speed more than halved because of about 10% increase in lift pieces!!! It's insane!!!
And bombs etc. under wings and fuselage add so much drag it's not even funny.
Mean Green  [author] 21 Aug, 2022 @ 4:36am 
In 1.2 however with the new "realistic" and "dynamic" fluid dynamics system you can never quite know how the plane will behave since mmost things seem to work exponentially now and is also dependant on attack angle etc. So 10 extra weight does not necessarily yield 10 extra down pull but sometimes15 or 25 or 33 depending on where it's placed and at what angle the plane flies etc. 100. 10 extra lift yields the same unpredictable amount of lift and 100 extra squares of lift seems to yield -500 - +5000 extra lift depending on speed, angle rotaion etc etc.
Mean Green  [author] 21 Aug, 2022 @ 4:36am 
Just some venting and a note on why it's frustrating to build planes in 1.2.
In 1.1.3 you built a plane, trimmed and tweaked it to make it fly well, and then you could add bombs, rockets, drop tanks etc and though the added weight and drag might necessitate some minor tweaks to compensate it was usually not much of an issue and since it seemd to work linearly (10 extra weight yielded 10 extra down pull, 100 extra weight yielded 100 extra down pull, 10 extra squares of lift pieces yielded 10 more lift, 100 extra squares of lift pieces yielded 100 more lift at all times) it was quite easy to fix.